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Everything posted by mossman
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Standardize values.
mossman replied to Paul Kingtiger's topic in KSP1 Suggestions & Development Discussion
Yes please. -
I just put a Science Lab in orbit with a large solar array but apparently it's not getting powered (And is therefore useless). Apparently this is because the stock "ElectricCharge" resource and that used by the mod aren't compatible. Why is this? Doesn't make sense to me that power produced from nuclear/antimatter reactors is any different in use then solar or otherwise.
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Awesome flags, great job.
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[0.23] Crowd-sourced Science Logs: SCIENCE NEEDS YOU!
mossman replied to codepants's topic in KSP1 Mod Releases
I just saw a blank white space (Nothing clickable). Had to look into the raw text to find a link but that seems to be working, so thank you. -
Van Allen Belts and Planetary Magnetospheres
mossman replied to Fractal_UK's topic in KSP1 Mod Development
I recently read a science fiction story that involved the insanely powerful magnetosphere around an Eldridge-abomination of an alien spacecraft producing some rather acute effects on human explorers (Hysteria and insanity). Perhaps past a certain amount of symptoms your Kerbals could act autonomously in unexpected ways? -
[0.23] Crowd-sourced Science Logs: SCIENCE NEEDS YOU!
mossman replied to codepants's topic in KSP1 Mod Releases
So is this mythical experiment chart ever going to be making an appearance? I assume that it was either removed from the OP or I just can't see it for some reason. -
[WIP][TechTree @ 0.23.5] - [MS19e] - Realistic Progression LITE
mossman replied to MedievalNerd's topic in KSP1 Mod Releases
Who is responsible for this? -
[0.23] Crowd-sourced Science Logs: SCIENCE NEEDS YOU!
mossman replied to codepants's topic in KSP1 Mod Releases
Yeah, I definitely agree with this sentiment. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
mossman replied to ferram4's topic in KSP1 Mod Releases
So I installed the Kerbal Joint Reinforcement plugin without uninstalling anything else - And the problem seems to have gone away. Strange.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
mossman replied to ferram4's topic in KSP1 Mod Releases
No obvious errors. I do have a lot of other mods, but the rocket I just tested it with is using only stock parts. I'll try uninstalling everything and see if it changes. Thank you for the reply.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
mossman replied to ferram4's topic in KSP1 Mod Releases
Hi; I go from 60-100 FPS to less than 10 as soon as I hit mach 1 when flying a 54-part rocket. Is this normal? I won't be able to use this mod if this is the kind of performance I should be expecting (And I have a fairly powerful system...).- 14,073 replies
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Time-Efficient Biome Exploration
mossman replied to codepants's topic in KSP1 Gameplay Questions and Tutorials
I recently visited 3 separate Mun biomes in a rover. Landed in Midlands, drove about 10 km south to a rather interesting crater, then back... and then 35 km northeast to the Northern Basin. And all the way back. Interestingly enough I figured out that the rover was actually much less likely to tip over when running at highers physics warp settings, which helped a lot. The wheels just start sliding all over the place instead of gripping the soil and spilling the vehicle over into a roll. The wheel physics are pretty wonky. Anyway, that was a lot of fun. Here's some photographs of Bill in the rover right outside the Landing Module. Bob was in the lander. One of the solar arrays got knocked off during a particularly exciting descent through a valley about 20 km north of the landing site. I probably should have given Bill the camera, on second thought. Oh well, he got plenty of soil samples, gravimetrics, seismic data, etc. -
Discounting launch vehicles, none of my craft have used different engine types in the same stage so I just use the posted Isp for the engine I am using.
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I should point out that since the mass of your vessel is of course varying as you burn this method will yield a non-insignificant error. Instead, I suggest calculating the burn time by calculating the mass of propellant needed to execute the burn and dividing that by the mass flow rate of your engine. If you know your craft's starting mass, Isp, and the needed ÃŽâ€V then you can calculate this fairly easily with some algebra and the Tsiolkovsky equation. ÃŽâ€V=Isp*g*ln(m0/m1) rearranges to m1=m0*e^(-ÃŽâ€V/Isp*g), propellant mass mp = m0 - m1 and the mass flow rate should be (Isp*g)/F, F being the force of thrust from your engines. Keep in mind that g is basically just a unit conversion constant (For Isp in seconds to exhaust velocity) and = 9.80665 m/s^2. I use this for a handy maneuver autopilot and I usually get errors less than 0.2 m/s ÃŽâ€V.
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What I'd most like to see are varying camera specifications which effect the photographs - from monochrome 64x64 to hi-res, false color IR maps or whatever (And accordingly varying scientific values). Is it known if this is possible or practical in any way to implement?
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At the very least someone could edit the particles to have relative velocities to the engine. That and them colliding with the launch pad would be a leap forward.
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[0.23] Crowd-sourced Science Logs: SCIENCE NEEDS YOU!
mossman replied to codepants's topic in KSP1 Mod Releases
Entries like or seem to be far outside the style of the Squad entries, to name one issue. Does anyone else take issue with these? -
Trying to return the magnitude of the "nextnode" vector. It seems like the program isn't recognizing "nextnode" as a vector, so nextnode:X, nextnode:Y, nextnode:Z, or nextnode:MAG doesn't work. The data is all there when I print it, but I can't seem to access it. Locking steering to nextnode works fine. Is this a bug or am I missing something obvious? Edit: I figured out that the suffixes are _:prograde and _:normal. _:radial doesn't work so anyone's guess is as good as mine as for that component. Edit 2: Through exhaustive guesswork I figured out that component 3 is named "Radialout". Computing the magnitude from the three known components is trivial. I assume the arbitrary data structure is a result of it being pulled directly from KSP and is no fault of kOS.
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How would I go about locking steering only on a specific axis? I want the ship to be able to yaw freely, but keep the pitch/roll locked.
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I had the same problem, but it seemed to fix after fiddling with some of the attachment rules for my engine. It's quite inexplicable.
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Textures behaving strangely in Unity
mossman replied to mossman's topic in KSP1 Modelling and Texturing Discussion
Alright. Thanks for the tip. -
Textures behaving strangely in Unity
mossman replied to mossman's topic in KSP1 Modelling and Texturing Discussion
I just made a noise field in Paint.net and used it as a .PNG. My understanding of UV mapping is that it's just a way to visualize how a complex texture will lie on the model. I'm trying to give it a very simple texture that isn't differentiated at all across different parts of the model, so according to my tenuous grasp of the subject generating a UV projection shouldn't be necessary. Does that make sense, and is my understanding here flawed? -
Applying textures to my model in the Unity editor seems to only be affecting the model's color; It's like the editor takes the average color value across the entire texture and uses that instead of the actual image. I just get a featureless gray matte on my part when I want a nice metal texture. I've been able to export the model for use in KSP, and the model seems to work fine except that the texture on the part in-game is that same smooth, featureless default generic-looking texture. Just a note, I've really only just started model and texture editing and am quite bad at it still. Using blender for modeling. So what am I doing wrong here? Thanks for reading. If clarification is needed I'll be glad to give it.
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MBM file not being written, Unity help
mossman replied to Loabstas's topic in KSP1 Modelling and Texturing Discussion
I get the same issue, using an .obj file exported from blender. The .mu file seems okay, but no texture file of any kind is outputted and unity console gives me I tried using the fractal textures blender generates instead of an actual image texture, don't know if that may have anything to do with it. It probably doesn't help that I have next to no idea what I'm doing when it comes to texture handling, but still. -
Thank you.